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[MOD WIP] Sacrifice of Angels 2 Entrenchment

[MOD WIP] Sacrifice of Angels 2 Entrenchment

SoA 2 0.3e.102

Can anyone remember when we used to be explorers? - Jean Luc Picard
Gameplay
FED
KLI
ROM
DOM
BORG
NPC
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4,009,761 views 1,969 replies
Reply #426 Top

I reckon ignore the new entrechment update and get a release out.

 

Unless it fixes major bugs in it, I wouldn't bother.

Reply #427 Top

I will leave you with a few Federation beauty shots from my last comp stomp test. So far no dumps. Cross fingers.

I would use these as SoA 2 wallpaper, but as you can see from the resolution i have an odd size display. If anyone wants to make some wallpaper quality screens post them here. Some can be action shots or just ships sitting pretty. Specular maps look great now that i got them working again.

Standing ByMassing of the Fleet

Reply #429 Top

Quoting Arthyr121, reply 428
So the game is working again? Any chance of a release soon?

 

Patience little grass hopper..... Patience.....

 

You don't want to anger Klingon's again.

Reply #430 Top

thanks major stress, those pics fit my resolution perfectly :) 

 

Careful Arthyr 121, angering the klingons can be hazardous to your health

Reply #431 Top

Honestly I'd piss in a Klingon's Cheerios if it'd get my hands on a copy of this mod soon... lol

Reply #433 Top

Klingons would never eat Cheerios.

Reply #434 Top

Once we nail down the last 9 Critical Bugs on our list we can release the mod. We've put a hold on all other updates except the station balancing which needs to be fixed. We are offically that close. 

Reply #436 Top

You sure you don't need extra testers to help track down those last bugs ? lol...

Reply #437 Top

guys how do you make your ships go in to high and low orbit , i see this alot with the enemy ai ships , they appear to be at the top or bottom of the gravity well and when i send my ship to attack the they dive or climb for them. is this a bug or can it be done

Reply #439 Top

Quoting SoA2Team, reply 434
Once we nail down the last 9 Critical Bugs on our list we can release the mod. We've put a hold on all other updates except the station balancing which needs to be fixed. We are offically that close. 

 

That's music to my ears!!!!   (and I'm a musician...hehehe)

Reply #440 Top

Quoting ja_147, reply 437
guys how do you make your ships go in to high and low orbit , i see this alot with the enemy ai ships , they appear to be at the top or bottom of the gravity well and when i send my ship to attack the they dive or climb for them. is this a bug or can it be done

Its not a bug. hold the ~ key when moving ships (its tricky to do). It is Ironclads answer to HW2 style movement. Ships in Sins can move in 3d but all combat technically is in 2d. However Darshimmer discovered that if we flipped the x axis (above/below) on weapon points they will fire at targets below the ship in a 180 degree arc. While if you leave them default they fire at targets above the ship at a 180 arc. This helped us to eliminate some of the weapons firing though the firing ships own hull issue. You still get some instances, but not near as much as before. Ironclad had 3d combat in mind when they made sins, but for whatever reason they stuck with a 2d combat system (mainly for performance on a wide range of systems sake). With what Darkshimmer did with dynamic movement we "almost" have a 3d system in place.

9? only 9 bugs?! Wait a minute thats too easy :p we should still have about 100 :D

Reply #441 Top

Quoting Major, reply 440



Quoting ja_147,
reply 437


Its not a bug. hold the ~ key when moving ships (its tricky to do). It is Ironclads answer to HW2 style movement.

 

Oh cool!!!  I'm gonna have to fire up a game and try it.  Does it work in Vanilla or just entrenchment?

Reply #442 Top

It "should" work with both versions. That is what the dev's say, but like i said it is very tricky to do, and i have'nt been able to do it myself. Maybe because im using a laptop keyboard.

Reply #443 Top

hey Stress,

 

Forgive me if this is a bit of subject.  I was wondering, since you do a lot of traveling, if there are any IT openings.  I am getting my Computer Repair Tech diploma next month, then get my Game Dev degree ultimately.  Thanks in advance. 

 

Ax

 

P.S.  i live 30-60 min away from the Florida border.

Reply #444 Top

Also does anyone know a place on the Net where i can find pics of star trek ships.  i know a place a few years ago called USS Miranda  it had some great pics.  One in particular was a Defiant variant called Stinger i think.  It had a black hull and i think it was smaller in length,  and a little taller in height. Thanks in advance.

 

Ax

Reply #445 Top

My job doesnt involve any major computer work.. I am a mechanic, and an operator of an SR2 series simulator.

Google "Ex astris scientia" or "pedro's shiporama" if you are looking for that kind of thing. Also "sci fi art" might have what you are looking for.

Discovered a fix for a very stupid bug. We get texture "missmatch" errors in dev.exe. When myself and some others created the sins versions of the model textures we thought we had everything scaled in powers of 2. Example: 1024x512, 1024x1024, 2048x2048 etc, etc. resolution. However there are some odd sized textures which were done that way out of necessity. The B'rel Akira, D-11 one wing, and a few others use textures that are 1536x1024, or 1262x512. While the video cards of today can read them because they are in a power of 2. Sins doesnt like that odd sized resolution. Resizing them to a standard size of 1024x512, or 1024x1024 etc, etc. fixes the issue, and leaves the UV's intact.

Reply #446 Top

Quoting Major, reply 445
My job doesnt involve any major computer work.. I am a mechanic, and an operator of an SR2 series simulator.

Google "Ex astris scientia" or "pedro's shiporama" if you are looking for that kind of thing. Also "sci fi art" might have what you are looking for.

Discovered a fix for a very stupid bug. We get texture "missmatch" errors in dev.exe. When myself and some others created the sins versions of the model textures we thought we had everything scaled in powers of 2. Example: 1024x512, 1024x1024, 2048x2048 etc, etc. resolution. However there are some odd sized textures which were done that way out of necessity. The B'rel Akira, D-11 one wing, and a few others use textures that are 1536x1024, or 1262x512. While the video cards of today can read them because they are in a power of 2. Sins doesnt like that odd sized resolution. Resizing them to a standard size of 1024x512, or 1024x1024 etc, etc. fixes the issue, and leaves the UV's intact.

 

Awesome... so do you think will readsizing the textures clear the bugs?

Reply #447 Top

Discovered a fix for a very stupid bug. We get texture "missmatch" errors in dev.exe. When myself and some others created the sins versions of the model textures we thought we had everything scaled in powers of 2. Example: 1024x512, 1024x1024, 2048x2048 etc, etc. resolution. However there are some odd sized textures which were done that way out of necessity. The B'rel Akira, D-11 one wing, and a few others use textures that are 1536x1024, or 1262x512. While the video cards of today can read them because they are in a power of 2. Sins doesnt like that odd sized resolution. Resizing them to a standard size of 1024x512, or 1024x1024 etc, etc. fixes the issue, and leaves the UV's intact.

Thank you for the reality check, my head was growing in size to thinking modding I might be able to tackle.  Clearly from the Mongolian I just read, I know precious little and obviously need to study up more before I tip my hat into your realm.

On the other hand, it definitely reinforces my appreciation that you, the rest of the SOA2 team, and all modders go through to push out a game that is responsible for most people still playing this game, and more importantly, increasing our enjoyment of said game.

/bow

Reply #448 Top

Quoting Major, reply 440



9? only 9 bugs?! Wait a minute thats too easy we should still have about 100

 

:P  We have been working hard  :thumbsup:

Reply #449 Top

Quoting Lucid_Collective, reply 447

Discovered a fix for a very stupid bug. We get texture "missmatch" errors in dev.exe. When myself and some others created the sins versions of the model textures we thought we had everything scaled in powers of 2. Example: 1024x512, 1024x1024, 2048x2048 etc, etc. resolution. However there are some odd sized textures which were done that way out of necessity. The B'rel Akira, D-11 one wing, and a few others use textures that are 1536x1024, or 1262x512. While the video cards of today can read them because they are in a power of 2. Sins doesnt like that odd sized resolution. Resizing them to a standard size of 1024x512, or 1024x1024 etc, etc. fixes the issue, and leaves the UV's intact.


Thank you for the reality check, my head was growing in size to thinking modding I might be able to tackle.  Clearly from the Mongolian I just read, I know precious little and obviously need to study up more before I tip my hat into your realm.

On the other hand, it definitely reinforces my appreciation that you, the rest of the SOA2 team, and all modders go through to push out a game that is responsible for most people still playing this game, and more importantly, increasing our enjoyment of said game.

/bow

 

I've done some modding, but nothing to this level... These guys are literally "Boldly going where no Mod has gone before!!!!"

Reply #450 Top

LOL that was just simple texture editing i was talking about. Lets not even go into the scripting nightmare we dove into. If Ironclad wrote Sins in lua like HW2 we would all be screwed!.

I already fixed all textures in my build of the mod. The ships affected by the odd sized textures are the B'rel, Akira, D-11 Onewing, and the Cardassian Kimal. The rest of the ships are within the required specs. Just resize the texture width to 1024 (512 in the Kimals case). Leave the height alone. After resize you shouldnt get the "Texture Missmatch" error in dev.exe. Also make sure you re-save ALL .dds textures you edit in DTX5 ARGB format (including the normal maps). Blammo! You are done.

Ships dissapearing in warp bug should be as simple as copying the info from the 0.03c HyperspaceTravel.particle info into the entrenchment 0.03e version of the mod. I will do that with my version and let you know what text to edit.

Ships Specific Debris textures shouldnt have an alpha channel at all in the -cl textures (nor should any ship/structure have them). Alpha in the -cl texture is Team Color. SoA2 doesn't use team colors. Copy and paste the specular maps you have in the -cl texture into the -da textures RED channel of the respective model. The FILL the alpha of the -cl texture all Black. This will remove the alpha map when you re-save it. Deleting the Alpha channel will force the texture to be saved with a White alpha channel. Filling it black will remove it completely.

I am posting this info here because my internet is unreliable, and boots me every 5 minutes.